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Everything posted by eezstreet
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New Imperial Pistol (My DH-17 from JKG)
eezstreet replied to Silverfang's topic in Jedi Academy: Enhanced
This isn't an added weapon, it's only a replacer for the existing imperial pistol model (and also kinda a fix for Haps' Imperial, which has a bugged MD3) -
My Review of Jedi Academy Enhanced 1.0.
eezstreet replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
To clarify: my way doesn't involve bolting on a skeleton, rather it takes two skeletons (the _humanoid and the _face or the _humanoid and the _cloth or _breasts or something) and replaces an appendage from one with an appendage from another. I think the proper term would be "transplant" But either way, I think that this isn't quite the right thread to be discussing our plans. -
Are you using Rend2? Did you set cl_renderer to rend2?
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JK2 JK2Enhanced Alpha 2: Upcoming
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
Maybe it's a matter of RGB channels mixed up? There are visible images in the save screenshot. -
JK2 JK2Enhanced Alpha 2: Upcoming
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
Maybe the new costumes can be unlocked at certain points in the game. Like when completing certain objectives or something. The floating droids not exploding is a deliberate design choice. They can still explode after death (either post mortem or while they are dying) from certain types of damage, like being hit with a rocket, sniper, or demp2. I might make this a toggleable feature. The probe droids don't have a "dead" animation yet though, so that is why they look weird atm. A compromise I am thinking of doing is just making their bounding box really tiny until animations are made, so they look like only the head is on the ground. There is code for the head to actually come off like R5 units do, but that is a tale for another day. Loading screen glitch is a known issue with the renderer, maybe @@ensiform knows how to fix it as he's dabbled with that code. Snowflake shader is a new one, I can investigate that. I haven't actually tested this with the demo mission (shame on me!) but that's something to look at. Doom_shields not loading music is an issue that @@mrwonko introduced to the game, you can blame him for it. I will look into fixing it though. I can assure you that it's not your game though. Most of what you describe is stuff that I know about already and/or am in the process of fixing. Well, I received a request to make the lightsabers ignite faster ("like in the movies"). If you look at the anatomy of a lightsaber though, it's not a button that you push to turn on/off the lightsaber, it's actually a slider that you flip up/down (or a dial, in the case of Obi Wan Kenobi's lightsaber). I think the ability to turn on a lightsaber should be more analogue then and less digital. Of course that will impact gameplay negatively and make it clunky to turn on/off the lightsaber. One compromise is to make one style turn on the saber faster (blue), one to turn it on normally (yellow) and one to turn it on slower (red). Keep in mind that this is an alpha mod, so it's very expected to find bugs at this stage. Keep letting me know about the ones you find! -
JK2 JK2Enhanced Alpha 2: Upcoming
eezstreet replied to eezstreet's topic in WIPs, Teasers & Releases
Err...but how would you change clothes? Maybe an option in datapad? -
My Review of Jedi Academy Enhanced 1.0.
eezstreet replied to TheWhitePhoenix's topic in Jedi Academy: Enhanced
JA has a simplified skeleton. All of the models that are weighed for JKA therefore contain less skeleton information than in JK2. It's easy to toss out that data for a JK2 model to work in JKA, not so easy to go the other way around. -
If he can't go below 1 health, he's probably hardcoded that way and there isn't anything you can do.
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Don't worry, I know of the issue with SFX sabers. They will look much better in Alpha 2.
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Err..have you tried spawning him ingame? Pretty sure he's not immortal by default.
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Ok, so I've started a bit on this. The structure is going to receive some pretty major changes. All of the renderer code (with the exception of rd-dedicated) is moved to /shared/<rd-type>. All code in code/ghoul2/ has been moved to shared/ghoul2. The following files have been moved into shared/qcommon: disablewarnings.h matcomp.cpp matcomp.h MiniHeap.h q_math.c q_math.cpp q_shared.c q_shared.cpp q_shared.h qfiles.h More files might get moved there as well (huffman.cpp, etc). Basically anything which is like 90% the same on both SP and MP will be moved there. The big question is what will happen with q_shared because a great portion of that is different between SP/MP. I am thinking that maybe the code which is SP dependent will move to sp_shared and the MP dependent stuff will go to mp_shared. So stuff like forceData_t, playerState_t and entityState_t will likely be moved to those files. But like 70% of q_shared is fine being shared between games.
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The following is a short list of things which have been implemented in the next version: TrueView (and TrueView 2.0)SFX Sabers now look correctSaber ignition flares now use the correct originFixed an issue where loading from a savegame would give you incorrect battery charge and force powerDifferent saber ignition speed, depending on which stance you have equippednav delete now properly deselects the node you deletednav link can now accept two arguments, for selectionless node linkingnav delete now accepts an optional argument to delete a node without selecting it first
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[JAEnhanced] Enhanced Development Platform (EDP)
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
So I've been requested to do a version of Gunslinger Academy's TrueView. By setting cg_trueguns to 2, you will have Mirror's Edge / ARMA style of viewing your body, but still show the same first person weapon as if the feature was disabled. Or a more visual representation: cg_trueguns 2: (TrueView 2.0) cg_trueguns 1: (TrueView 1.0) cg_trueguns 0: (no TrueView) -
Do this in the console for a widescreen display: r_mode -2 vid_restart Could you maybe provide a reference screenshot of JKA Enhanced's sabers?
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Can you provide a screenshot of the error? We didn't apparently include the imperial pistol with the release, but that shouldn't be causing any issues.
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They're already there, try the cvar for it (cg_sfxSabers). Unless you meant RGB blades? Thanks for the info, I wasn't aware of that issue. Poking @@Silverfang. Yes, dead bodies do stay longer. I forgot to add that to the feature list.
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Alpha 1 has been released. Let me know what your opinions are. Next version (Alpha 2) will include: Silverfang's Imperial Pistol (with working first person viewmodel for Mind Trick Level 4)T-21 Heavy Repeater and the ScouttrooperStouker Concussion RifleRebalanced Force GripYour feature request?
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[JAEnhanced] Enhanced Development Platform (EDP)
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
There is no flank behavior that I can see. It should be possible to create new BS_ states. I have been doing some experiments on the AI and it's actually quite strong. -
[JAEnhanced] Enhanced Development Platform (EDP)
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
Yeah, if you set them to BS_WAIT they will sit there and do nothing. If you set their leader to be some random object in the world, they will go and stand around it and protect it. Kinda nifty. -
[JAEnhanced] Enhanced Development Platform (EDP)
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
There is a save command, yes. It uses the .nav files that the game makes anyway. EDIT: I'm assuming you meant the waypoints and not the NPCs. You can't really save the NPCs at any current time, unless you use a savegame. -
[JAEnhanced] Enhanced Development Platform (EDP)
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
You can also view squad information as well: All console commands. If you want to make a UI for it, i'd be happy to include a console command to open it up. EDIT: Here's a list of all the commands that are available: https://github.com/eezstreet/OpenJK/blob/jk2hd/codeJK2/game/jke_aiworkshop.cpp#L822-L856 -
JA Minecraft Star Wars Skins + Others
eezstreet replied to Zappa_0's topic in WIPs, Teasers & Releases
Is there an option to make the textures not so blurry? Maybe a shader could fix that. -
[JAEnhanced] Enhanced Development Platform (EDP)
eezstreet replied to eezstreet's topic in Jedi Academy: Enhanced
A new day, a new batch of features. You can now view the script_targetname of an NPC in the overlay.You can now view (and set) any assigned scripts for different behaviorSets (angerscripts, spawnscripts, etc)You can now view (and set) any parms for an NPCYou can make an NPC play dialogueYou can force an NPC to activate a behaviorSet (such as BSET_ANGER)